* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
SpdLog_Create() is no longer externed through its header as its a static internal function. Moved SpdLog_Create() above SpdLog_Init() to fix the compile error and rename it to SpdLog_CreateRotatingLoggers(), which is a more suitable name.
* Make sure the workspace path actually exists before attempting to pack it.
* Make sure the VPK directory tree file was parsed correctly before unpacking store.
* Log debug output for each pack operation to a file.
* Fix bug in s_DirFileRegex regex pattern, which would include a trailing '_' in the context part of the directory tree file name.
* Fix bug in 'GetLevelName()' and 'GetDirNameParts()' causing it to parse the path as well, prune the path before running the regex.
* Renamed 'GetLevelName()' to 'PackedStore_GetDirLevelName()'.
* Renamed 'GetDirNameParts()' to 'PackedStore_GetDirNameParts()'.
* Write a front-end enable file when building client VPK's.
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
Display the EULA (fetched from masterserver), which the end user MUST accept before they can make use of the multiplayer features of R5Reloaded. NOTE: user doesn't need to agree to this to use the listenserver.
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
Structure now fully aligns with that of the engine, with exception of newly added fields for the SDK (new fields are marked in the structure definition).
Move all classes deriving from ConCommandBase to a single file, and split out CCommand, CCvar, CCvarUtilities etc to their own files. This makes it possible to use CCommand and stuff in external tools without linker errors/warnings.
The 3 versions are now:
- cfg/server/startup.bin
- cfg/client/startup.bin
- cfg/startup.bin
The last one is used by the GameSDK. Bumped header version to 6.
* Moved dedicated server command line parameter init to 'init.cpp'.
* Registered 'SV_Main' on the client, this is engine code (lower level 'local' server wrappers).
* Disabled registration of Weapon_Bolt, although this is shared game code, this particular file is only used for the SERVER at this moment.
* Added the '-noserverdll' command lien parameter to instruct our loader.dll to load the client.dll instead.
* Adjusted the loader and sdklauncher project to support the loading of client.dll.
The 'engine_cl' library defines 'CLIENT_DLL', which prunes server specific code. This is used for the 'client.dll' project. Also fixed a compile error in 'CClient::VActivatePlayer', as it used a server only cvar. Ideally, this entire file gets ifdef'd out for engine_cl, currently it doesn't matter as nothing gets compiled in.
Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
Hook 'CMaterialSystem::Init()', and only load the 'startup.rpak' file, as that's all we need. This pak file might also not even be needed on the server, but removing this requires rebuilding 'common_early.rpak' to drop all texture/material assets and their references. The dedicated server is now also linked to a newly added 'No-DirectX' version of the materialsystem for patching.
Moved construction logic to separate method, and call that from constructor instead. When willing to change the entire context on the same object, you can now just call 'InitFromXXXX()'. Previously, a whole new object would be generated and copied into ours, and then deleted again.
Enabling LTCG caused the emplacement order to be different, which is most likely due to additional optimizations for the binary search logic. Reverted to fix this bug.
- Use std::map for mapping vtables to interface objects, previously done with a set and a vector.
- Objects are no longer inline, which significantly reduced output code size as all redundant dynamic initializers (created for each translation unit) have been pruned.
Should be made static to avoid unwanted bloat in compiled output, as each translation unit will create a new initializer/destructor. -10KiB compiled code for GameSDK.